/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2006-2008 Robert Beckebans <trebor_7@users.sourceforge.net>
Copyright (C) 2008 Oliver McFadden

This file is part of XreaL source code.

XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
// tr_marks.c -- polygon projection on the world polygons
#include "tr_local.h"

#define MAX_VERTS_ON_POLY		64

#define MARKER_OFFSET			0

/*
=============
R_ChopPolyBehindPlane

Out must have space for two more vertexes than in
=============
*/
static void R_ChopPolyBehindPlane(int numInPoints, vec3_t inPoints[MAX_VERTS_ON_POLY],
								  int *numOutPoints, vec3_t outPoints[MAX_VERTS_ON_POLY],
								  vec3_t normal, vec_t dist, vec_t epsilon)
{
	float           dists[MAX_VERTS_ON_POLY + 4];
	int             sides[MAX_VERTS_ON_POLY + 4];
	int             counts[3];
	float           dot;
	int             i, j;
	float          *p1, *p2, *clip;
	float           d;

	// don't clip if it might overflow
	if(numInPoints >= MAX_VERTS_ON_POLY - 2)
	{
		*numOutPoints = 0;
		return;
	}

	counts[0] = counts[1] = counts[2] = 0;

	// determine sides for each point
	for(i = 0; i < numInPoints; i++)
	{
		dot = DotProduct(inPoints[i], normal);
		dot -= dist;
		dists[i] = dot;
		if(dot > epsilon)
		{
			sides[i] = SIDE_FRONT;
		}
		else if(dot < -epsilon)
		{
			sides[i] = SIDE_BACK;
		}
		else
		{
			sides[i] = SIDE_ON;
		}
		counts[sides[i]]++;
	}
	sides[i] = sides[0];
	dists[i] = dists[0];

	*numOutPoints = 0;

	if(!counts[0])
	{
		return;
	}
	if(!counts[1])
	{
		*numOutPoints = numInPoints;
		Com_Memcpy(outPoints, inPoints, numInPoints * sizeof(vec3_t));
		return;
	}

	for(i = 0; i < numInPoints; i++)
	{
		p1 = inPoints[i];
		clip = outPoints[*numOutPoints];

		if(sides[i] == SIDE_ON)
		{
			VectorCopy(p1, clip);
			(*numOutPoints)++;
			continue;
		}

		if(sides[i] == SIDE_FRONT)
		{
			VectorCopy(p1, clip);
			(*numOutPoints)++;
			clip = outPoints[*numOutPoints];
		}

		if(sides[i + 1] == SIDE_ON || sides[i + 1] == sides[i])
		{
			continue;
		}

		// generate a split point
		p2 = inPoints[(i + 1) % numInPoints];

		d = dists[i] - dists[i + 1];
		if(d == 0)
		{
			dot = 0;
		}
		else
		{
			dot = dists[i] / d;
		}

		// clip xyz

		for(j = 0; j < 3; j++)
		{
			clip[j] = p1[j] + dot * (p2[j] - p1[j]);
		}

		(*numOutPoints)++;
	}
}

/*
=================
R_BoxSurfaces_r
=================
*/
void R_BoxSurfaces_r(bspNode_t * node, vec3_t mins, vec3_t maxs, surfaceType_t ** list, int listsize, int *listlength, vec3_t dir)
{

	int             s, c;
	bspSurface_t   *surf, **mark;

	// do the tail recursion in a loop
	while(node->contents == -1)
	{
		s = BoxOnPlaneSide(mins, maxs, node->plane);
		if(s == 1)
		{
			node = node->children[0];
		}
		else if(s == 2)
		{
			node = node->children[1];
		}
		else
		{
			R_BoxSurfaces_r(node->children[0], mins, maxs, list, listsize, listlength, dir);
			node = node->children[1];
		}
	}

	// add the individual surfaces
	mark = node->markSurfaces;
	c = node->numMarkSurfaces;
	while(c--)
	{
		//
		if(*listlength >= listsize)
			break;
		//
		surf = *mark;
		// check if the surface has NOIMPACT or NOMARKS set
		if((surf->shader->surfaceFlags & (SURF_NOIMPACT | SURF_NOMARKS)) || (surf->shader->contentFlags & CONTENTS_FOG))
		{
			surf->viewCount = tr.viewCountNoReset;
		}
		// extra check for surfaces to avoid list overflows
		else if(*(surf->data) == SF_FACE)
		{
			// the face plane should go through the box
			s = BoxOnPlaneSide(mins, maxs, &((srfSurfaceFace_t *) surf->data)->plane);
			if(s == 1 || s == 2)
			{
				surf->viewCount = tr.viewCountNoReset;
			}
			else if(DotProduct(((srfSurfaceFace_t *) surf->data)->plane.normal, dir) > -0.5)
			{
				// don't add faces that make sharp angles with the projection direction
				surf->viewCount = tr.viewCountNoReset;
			}
		}
		else if(*(surfaceType_t *) (surf->data) != SF_GRID
			&& *(surfaceType_t *) (surf->data) != SF_TRIANGLES)
			surf->viewCount = tr.viewCountNoReset;
		// check the viewCount because the surface may have
		// already been added if it spans multiple leafs
		if(surf->viewCount != tr.viewCountNoReset)
		{
			surf->viewCount = tr.viewCountNoReset;
			list[*listlength] = (surfaceType_t *) surf->data;
			(*listlength)++;
		}
		mark++;
	}
}

/*
=================
R_AddMarkFragments

=================
*/
void R_AddMarkFragments(int numClipPoints, vec3_t clipPoints[2][MAX_VERTS_ON_POLY],
						int numPlanes, vec3_t * normals, float *dists,
						int maxPoints, vec3_t pointBuffer,
						int maxFragments, markFragment_t * fragmentBuffer,
						int *returnedPoints, int *returnedFragments, vec3_t mins, vec3_t maxs)
{
	int             pingPong, i;
	markFragment_t *mf;

	// chop the surface by all the bounding planes of the to be projected polygon
	pingPong = 0;

	for(i = 0; i < numPlanes; i++)
	{

		R_ChopPolyBehindPlane(numClipPoints, clipPoints[pingPong],
							  &numClipPoints, clipPoints[!pingPong], normals[i], dists[i], 0.5);
		pingPong ^= 1;
		if(numClipPoints == 0)
		{
			break;
		}
	}
	// completely clipped away?
	if(numClipPoints == 0)
	{
		return;
	}

	// add this fragment to the returned list
	if(numClipPoints + (*returnedPoints) > maxPoints)
	{
		return;					// not enough space for this polygon
	}
	/*
	   // all the clip points should be within the bounding box
	   for ( i = 0 ; i < numClipPoints ; i++ ) {
	   int j;
	   for ( j = 0 ; j < 3 ; j++ ) {
	   if (clipPoints[pingPong][i][j] < mins[j] - 0.5) break;
	   if (clipPoints[pingPong][i][j] > maxs[j] + 0.5) break;
	   }
	   if (j < 3) break;
	   }
	   if (i < numClipPoints) return;
	 */

	mf = fragmentBuffer + (*returnedFragments);
	mf->firstPoint = (*returnedPoints);
	mf->numPoints = numClipPoints;

#if defined(SSEVEC3_T)
	Com_Memcpy(pointBuffer + (*returnedPoints) * 4, clipPoints[pingPong], numClipPoints * sizeof(vec3_t));
#else
	Com_Memcpy(pointBuffer + (*returnedPoints) * 3, clipPoints[pingPong], numClipPoints * sizeof(vec3_t));
#endif

	(*returnedPoints) += numClipPoints;
	(*returnedFragments)++;
}

/*
=================
R_MarkFragments

=================
*/
int R_MarkFragments(int numPoints, const vec3_t * points, const vec3_t projection,
					int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t * fragmentBuffer)
{
	int             numsurfaces, numPlanes;
	int             i, j, k, m, n;
	surfaceType_t  *surfaces[64];
	vec3_t          mins, maxs;
	int             returnedFragments;
	int             returnedPoints;
	vec3_t          normals[MAX_VERTS_ON_POLY + 2];
	float           dists[MAX_VERTS_ON_POLY + 2];
	vec3_t          clipPoints[2][MAX_VERTS_ON_POLY];
	int             numClipPoints;
	float          *v;
	srfSurfaceFace_t *face;
	srfGridMesh_t  *cv;
	srfTriangles_t *trisurf;
	srfVert_t      *dv;
	srfTriangle_t  *tri;
	vec3_t          normal;
	vec3_t          projectionDir;
	vec3_t          v1, v2;

	//increment view count for double check prevention
	tr.viewCountNoReset++;

	//
	VectorNormalize2(projection, projectionDir);
	// find all the brushes that are to be considered
	ClearBounds(mins, maxs);
	for(i = 0; i < numPoints; i++)
	{
		vec3_t          temp;

		AddPointToBounds(points[i], mins, maxs);
		VectorAdd(points[i], projection, temp);
		AddPointToBounds(temp, mins, maxs);
		// make sure we get all the leafs (also the one(s) in front of the hit surface)
		VectorMA(points[i], -20, projectionDir, temp);
		AddPointToBounds(temp, mins, maxs);
	}

	if(numPoints > MAX_VERTS_ON_POLY)
		numPoints = MAX_VERTS_ON_POLY;
	// create the bounding planes for the to be projected polygon
	for(i = 0; i < numPoints; i++)
	{
		VectorSubtract(points[(i + 1) % numPoints], points[i], v1);
		VectorAdd(points[i], projection, v2);
		VectorSubtract(points[i], v2, v2);
		CrossProduct(v1, v2, normals[i]);
		VectorNormalizeFast(normals[i]);
		dists[i] = DotProduct(normals[i], points[i]);
	}
	// add near and far clipping planes for projection
	VectorCopy(projectionDir, normals[numPoints]);
	dists[numPoints] = DotProduct(normals[numPoints], points[0]) - 32;
	VectorCopy(projectionDir, normals[numPoints + 1]);
	VectorInverse(normals[numPoints + 1]);
	dists[numPoints + 1] = DotProduct(normals[numPoints + 1], points[0]) - 20;
	numPlanes = numPoints + 2;

	numsurfaces = 0;
	R_BoxSurfaces_r(tr.world->nodes, mins, maxs, surfaces, 64, &numsurfaces, projectionDir);
	//assert(numsurfaces <= 64);
	//assert(numsurfaces != 64);

	returnedPoints = 0;
	returnedFragments = 0;

	for(i = 0; i < numsurfaces; i++)
	{
		if(*surfaces[i] == SF_GRID)
		{
			cv = (srfGridMesh_t *) surfaces[i];
			for(m = 0; m < cv->height - 1; m++)
			{
				for(n = 0; n < cv->width - 1; n++)
				{
					// We triangulate the grid and chop all triangles within
					// the bounding planes of the to be projected polygon.
					// LOD is not taken into account, not such a big deal though.
					//
					// It's probably much nicer to chop the grid itself and deal
					// with this grid as a normal SF_GRID surface so LOD will
					// be applied. However the LOD of that chopped grid must
					// be synced with the LOD of the original curve.
					// One way to do this; the chopped grid shares vertices with
					// the original curve. When LOD is applied to the original
					// curve the unused vertices are flagged. Now the chopped curve
					// should skip the flagged vertices. This still leaves the
					// problems with the vertices at the chopped grid edges.
					//
					// To avoid issues when LOD applied to "hollow curves" (like
					// the ones around many jump pads) we now just add a 2 unit
					// offset to the triangle vertices.
					// The offset is added in the vertex normal vector direction
					// so all triangles will still fit together.
					// The 2 unit offset should avoid pretty much all LOD problems.

					numClipPoints = 3;

					dv = cv->verts + m * cv->width + n;

					VectorCopy(dv[0].xyz, clipPoints[0][0]);
					VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[0].normal, clipPoints[0][0]);
					VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
					VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
					VectorCopy(dv[1].xyz, clipPoints[0][2]);
					VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[1].normal, clipPoints[0][2]);
					// check the normal of this triangle
					VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
					VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
					CrossProduct(v1, v2, normal);
					VectorNormalizeFast(normal);
					if(DotProduct(normal, projectionDir) < -0.1)
					{
						// add the fragments of this triangle
						R_AddMarkFragments(numClipPoints, clipPoints,
										   numPlanes, normals, dists,
										   maxPoints, pointBuffer,
										   maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);

						if(returnedFragments == maxFragments)
						{
							return returnedFragments;	// not enough space for more fragments
						}
					}

					VectorCopy(dv[1].xyz, clipPoints[0][0]);
					VectorMA(clipPoints[0][0], MARKER_OFFSET, dv[1].normal, clipPoints[0][0]);
					VectorCopy(dv[cv->width].xyz, clipPoints[0][1]);
					VectorMA(clipPoints[0][1], MARKER_OFFSET, dv[cv->width].normal, clipPoints[0][1]);
					VectorCopy(dv[cv->width + 1].xyz, clipPoints[0][2]);
					VectorMA(clipPoints[0][2], MARKER_OFFSET, dv[cv->width + 1].normal, clipPoints[0][2]);
					// check the normal of this triangle
					VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
					VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
					CrossProduct(v1, v2, normal);
					VectorNormalizeFast(normal);
					if(DotProduct(normal, projectionDir) < -0.05)
					{
						// add the fragments of this triangle
						R_AddMarkFragments(numClipPoints, clipPoints,
										   numPlanes, normals, dists,
										   maxPoints, pointBuffer,
										   maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);

						if(returnedFragments == maxFragments)
						{
							return returnedFragments;	// not enough space for more fragments
						}
					}
				}
			}
		}
		else if(*surfaces[i] == SF_FACE)
		{
			face = (srfSurfaceFace_t *) surfaces[i];

			// check the normal of this face
			if(DotProduct(face->plane.normal, projectionDir) > -0.5)
			{
				continue;
			}

			for(k = 0, tri = face->triangles; k < face->numTriangles; k++, tri++)
			{
				for(j = 0; j < 3; j++)
				{
					v = face->verts[tri->indexes[j]].xyz;
					VectorMA(v, MARKER_OFFSET, face->plane.normal, clipPoints[0][j]);
				}

				/*
				   VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
				   VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
				   CrossProduct(v1, v2, normal);
				   VectorNormalize(normal);
				   if (DotProduct(normal, projectionDir) > -0.5) continue;
				   */

				// add the fragments of this face
				R_AddMarkFragments(3, clipPoints,
								   numPlanes, normals, dists,
								   maxPoints, pointBuffer,
								   maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);
				if(returnedFragments == maxFragments)
				{
					return returnedFragments;	// not enough space for more fragments
				}
			}
		}
		else if (*surfaces[i] == SF_TRIANGLES && !r_noMarksOnTrisurfs->integer)
		{
			trisurf = (srfTriangles_t *) surfaces[i];

			for(k = 0, tri = trisurf->triangles; k < trisurf->numTriangles; k++, tri++)
			{
				for(j = 0; j < 3; j++)
				{
					VectorCopy (trisurf->verts[tri->indexes[j]].xyz, clipPoints[0][j]);
				}

				/*
				   VectorSubtract(clipPoints[0][0], clipPoints[0][1], v1);
				   VectorSubtract(clipPoints[0][2], clipPoints[0][1], v2);
				   CrossProduct(v1, v2, normal);
				   VectorNormalize(normal);
				   if (DotProduct(normal, projectionDir) > -0.5) continue;
				   */

				// add the fragments of this face
				R_AddMarkFragments(3, clipPoints,
								   numPlanes, normals, dists,
								   maxPoints, pointBuffer,
								   maxFragments, fragmentBuffer, &returnedPoints, &returnedFragments, mins, maxs);
				if(returnedFragments == maxFragments)
				{
					return returnedFragments;	// not enough space for more fragments
				}
			}
		}
	}
	return returnedFragments;
}
